1. 修正了相机在变焦时不能保持在目标中心的问题
2. 增加检查,以确保碰撞器被触发时enabled也开启
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@@ -1651,8 +1651,8 @@ var Camera = (function (_super) {
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Camera.prototype.update = function () {
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var cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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var halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * SceneManager.scene.scaleX + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * SceneManager.scene.scaleY + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.width = this.deadzone.width;
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this._worldSpaceDeadZone.height = this.deadzone.height;
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if (this.targetEntity)
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@@ -2156,7 +2156,7 @@ var ProjectileMover = (function (_super) {
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var neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
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for (var i = 0; i < neighbors.colliders.length; i++) {
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var neighbor = neighbors.colliders[i];
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if (this._collider.overlaps(neighbor)) {
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if (this._collider.overlaps(neighbor) && neighbor.enabled) {
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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}
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@@ -6416,6 +6416,15 @@ var Vector2Ext = (function () {
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};
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return Vector2Ext;
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}());
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var WebGLUtils = (function () {
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function WebGLUtils() {
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}
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WebGLUtils.getContext = function () {
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var canvas = document.getElementsByTagName('canvas')[0];
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return canvas.getContext('2d');
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};
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return WebGLUtils;
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}());
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var Layout = (function () {
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function Layout() {
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this.clientArea = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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